/* Source: http://rosettacode.org/wiki/Maze_generation#C License: http://www.gnu.org/licenses/fdl.html another option could be "recursive division" http://weblog.jamisbuck.org/2011/1/12/maze-generation-recursive-division-algorithm roguelike: http://www.roguebasin.com/index.php?title=Roguelike_Dev_FAQ http://www.roguebasin.com/index.php?title=How_to_Write_a_Roguelike_in_15_Steps http://www.roguebasin.com/index.php?title=Finding_graphical_tiles http://opengameart.org/content/2d-rpg-tiles http://opengameart.org/content/tileset-1bit-color http://opengameart.org/content/tileset-1bit-color-extention http://dwarffortresswiki.org/index.php/Tileset_repository http://game-icons.net/ << could be nice https://www.reddit.com/r/gamedev/comments/444zbl/roguelike_tilesets/ http://cc.retinaleclipse.com/minirogue-c64-all.png (https://forums.tigsource.com/index.php?topic=14166.0) http://quale-art.blogspot.de/p/scroll-o-sprites.html oder http://imgur.com/a/uHx4k fonts: http://de.fonts2u.com/pixelcharas.schriftart http://fontstruct.com/fontstructions/show/475298/monstapix (http://de.fonts2u.com/monstapix-regular.schriftart) */ #include #include #include #include #define DOUBLE_SPACE 0 #if DOUBLE_SPACE # define SPC " " #else # define SPC " " #endif wchar_t glyph[] = L""SPC"│││─┘┐┤─└┌├─┴┬┼"SPC"┆┆┆┄╯╮ ┄╰╭ ┄"; typedef unsigned char byte; enum { N = 1, S = 2, W = 4, E = 8, V = 16 }; byte **cell; int w, h, avail; #define each(i, x, y) for (i = x; i <= y; i++) int irand(int n) { int r, rmax = n * (RAND_MAX / n); while ((r = rand()) >= rmax); return r / (RAND_MAX/n); } void show() { int i, j, c; each(i, 0, 2 * h) { each(j, 0, 2 * w) { c = cell[i][j]; if (c > V) printf("\033[31m"); printf("%lc", glyph[c]); if (c > V) printf("\033[m"); } putchar('\n'); } } inline int max(int a, int b) { return a >= b ? a : b; } inline int min(int a, int b) { return b >= a ? a : b; } static int dirs[4][2] = {{-2, 0}, {0, 2}, {2, 0}, {0, -2}}; void walk(int x, int y) { int i, t, x1, y1, d[4] = { 0, 1, 2, 3 }; cell[y][x] |= V; avail--; for (x1 = 3; x1; x1--) if (x1 != (y1 = irand(x1 + 1))) i = d[x1], d[x1] = d[y1], d[y1] = i; for (i = 0; avail && i < 4; i++) { x1 = x + dirs[ d[i] ][0], y1 = y + dirs[ d[i] ][1]; if (cell[y1][x1] & V) continue; /* break walls */ if (x1 == x) { t = (y + y1) / 2; cell[t][x+1] &= ~W, cell[t][x] &= ~(E|W), cell[t][x-1] &= ~E; } else if (y1 == y) { t = (x + x1)/2; cell[y-1][t] &= ~S, cell[y][t] &= ~(N|S), cell[y+1][t] &= ~N; } walk(x1, y1); } } int solve(int x, int y, int tox, int toy) { int i, t, x1, y1; cell[y][x] |= V; if (x == tox && y == toy) return 1; each(i, 0, 3) { x1 = x + dirs[i][0], y1 = y + dirs[i][1]; if (cell[y1][x1]) continue; /* mark path */ if (x1 == x) { t = (y + y1)/2; if (cell[t][x] || !solve(x1, y1, tox, toy)) continue; cell[t-1][x] |= S, cell[t][x] |= V|N|S, cell[t+1][x] |= N; } else if (y1 == y) { t = (x + x1)/2; if (cell[y][t] || !solve(x1, y1, tox, toy)) continue; cell[y][t-1] |= E, cell[y][t] |= V|E|W, cell[y][t+1] |= W; } return 1; } /* backtrack */ cell[y][x] &= ~V; return 0; } void make_maze() { int i, j; int h2 = 2 * h + 2, w2 = 2 * w + 2; byte **p; p = calloc(sizeof(byte*) * (h2 + 2) + w2 * h2 + 1, 1); p[1] = (byte*)(p + h2 + 2) + 1; each(i, 2, h2) p[i] = p[i-1] + w2; p[0] = p[h2]; cell = &p[1]; each(i, -1, 2 * h + 1) cell[i][-1] = cell[i][w2 - 1] = V; each(j, 0, 2 * w) cell[-1][j] = cell[h2 - 1][j] = V; each(i, 0, h) each(j, 0, 2 * w) cell[2*i][j] |= E|W; each(i, 0, 2 * h) each(j, 0, w) cell[i][2*j] |= N|S; each(j, 0, 2 * w) cell[0][j] &= ~N, cell[2*h][j] &= ~S; each(i, 0, 2 * h) cell[i][0] &= ~W, cell[i][2*w] &= ~E; avail = w * h; walk(irand(2) * 2 + 1, irand(h) * 2 + 1); /* reset visited marker (it's also used by path finder) */ each(i, 0, 2 * h) each(j, 0, 2 * w) cell[i][j] &= ~V; solve(1, 1, 2 * w - 1, 2 * h - 1); show(); } int main(int c, char **v) { setlocale(LC_ALL, ""); if (c < 2 || (w = atoi(v[1])) <= 0) w = 16; if (c < 3 || (h = atoi(v[2])) <= 0) h = 8; make_maze(); return 0; }